Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 139,168 comments
  • 38,247,208 views
Great work! Just one thing missing: the dds files must be saved generating mip-maps. That´s why the cars look blurry.
The skins were not mine, I only reported the blur issue I had.
The good news is that your solution works, blur in previews is gone now, so thanks for the tip 👍
 
Another adaptation completed to make up the grid (Le Mans in the 60s), Maserati Tipo 63 (used as a basis for the Maserati Tipo 61 by Adalexis).
It wasn't 100% the same, until someone decided to make a more accurate model. We'll be heading to on-track testing for one (BoP) soon.

6- Briggs Cunningham - Bruce Mclaren / Walt Hansgen
7- Briggs Cunningham - Augie Pabst / Richard Thompson
9- Scuderia Serenissima - Ludovico Scarfiotti / Nino Vaccarella

I decided to adapt the model again (I think it was a little better)
 

Attachments

  • __custom_showroom_1712367112.jpg
    __custom_showroom_1712367112.jpg
    46.6 KB · Views: 10
  • livery.png
    livery.png
    14 KB · Views: 12
  • livery.png
    livery.png
    19.7 KB · Views: 13
  • __custom_showroom_1712367178.jpg
    __custom_showroom_1712367178.jpg
    44.7 KB · Views: 15
  • __custom_showroom_1712367169.jpg
    __custom_showroom_1712367169.jpg
    30.7 KB · Views: 14
  • __custom_showroom_1712367144.jpg
    __custom_showroom_1712367144.jpg
    48.6 KB · Views: 13
  • __custom_showroom_1712367127.jpg
    __custom_showroom_1712367127.jpg
    45.8 KB · Views: 14
  • __custom_showroom_1712372136.jpg
    __custom_showroom_1712372136.jpg
    44.3 KB · Views: 13
  • __custom_showroom_1712372146.jpg
    __custom_showroom_1712372146.jpg
    38.9 KB · Views: 11
  • livery.png
    livery.png
    12.6 KB · Views: 8
  • __custom_showroom_1712372171.jpg
    __custom_showroom_1712372171.jpg
    36.8 KB · Views: 11
  • __custom_showroom_1712372162.jpg
    __custom_showroom_1712372162.jpg
    45.3 KB · Views: 12
  • __custom_showroom_1712372186.jpg
    __custom_showroom_1712372186.jpg
    43.3 KB · Views: 11
  • __custom_showroom_1712372206.jpg
    __custom_showroom_1712372206.jpg
    51.3 KB · Views: 10
  • __custom_showroom_1712373424.jpg
    __custom_showroom_1712373424.jpg
    33.2 KB · Views: 13
Last edited:
Another adaptation completed to make up the grid (Le Mans in the 60s), Maserati Tipo 63 (used as a basis for the Maserati Tipo 61 by Adalexis).
It wasn't 100% the same, until someone decided to make a more accurate model. We'll be heading to on-track testing for one (BoP) soon.

6- Briggs Cunningham - Bruce Mclaren / Walt Hansgen
7- Briggs Cunningham - Augie Pabst / Richard Thompson
9- Scuderia Serenissima - Ludovico Scarfiotti / Nino Vaccarella

I decided to adapt the model again (I think it was a little better)
Looks like a mix-up between a Birdcage and a Ford P68, right ? :sly:

@JK1977 now that's a fat boy ! Looking really cool
 
@Peter Boese, let us know here, when you release this “Fog” pure :gtplanet:
Normally, I prefer to spent all my adjustments in CM to shimmer eliminating and a frame rate to 90fps straight, so my AC is lean, without any addons nor external injectors, like PURE/PPfilters or whatever that have influence on my ideal VR view. Only with that fog PURE, I see some potential to reduce all the distance shimmer and other visual artifacts even more, which are always for me a massive immersion killer in VR. :yuck:
 
Last edited:
@Peter Boese, let us know here, when you release this “Fog” pure :gtplanet:
Normally, I prefer to spent all my adjustments in CM to shimmer eliminating and a frame rate to 90fps straight, so my AC is lean, without any addons nor external injectors, like PURE/PPfilters or whatever that have influence on my ideal VR view. Only with that fog PURE, I see some potential to reduce all the distance shimmer and other visual artifacts even more, which are always for me a massive immersion killer in VR. :yuck:
you will not solve any of that graphics problems with that fog shader to be honest. Those graphics problems are caused by the VR renderer and how good it utilizes AA and in which render resolution you render the original image. There are big differences between the hmd renderes. Like the one WMR is using, the picture quality is really good and such aliasing is not a big problem there, whereas with the oculus renderer there is a really bad picture quality in normal resolutions.

I just did a direct comparison between the HP Reverb G2 (WMR) and the Meta Quest 3 (Oculus - cable) and the "shimmer" or better called "aliasing jitter" is very minor in the G2 but huge in the Quest.

So sure fog could solve this, but only because you just have no objects / contrast in the renderer then.

One thing you can also do is gaining the mip lod bias. This will prevent high detail in those "line" or stait textures/objects:

Just an exaggerated example:
1712397640599.png


So distant objects will sooner use lower mips and so the textures become more blurry and the aliasing jitter is therefore way lower.


Another fog solution you can do is lower the fog distance of the track then, like here in Pure Config:
1712398168589.png

When gaining the FOG_SHAPE, the AC fog gets less distance and will so mask such objects, but with all resulting visual downgrades in view distance.
 
Last edited:
After a HD failure I could recover almost everything (with a great help from @Breathe... THX again), except
legens1 font and fcr_kopecky driver.

I have to check in which of the thousand of cars mod they are.
Is there a way to know which car has the issue when CM displays the missing fonts (or drivers) after pressing "Rescan" under "Content\Miscellaneous" menù?
 
New livery skin for the Nissan R32 JTCC "AIM Motorsports" (WIP)

I will need a little help with the text in Thailand if someone knows what it is or can give me the text because with Google helps it says something else, the letters don't do much within the image
View attachment 1343948
View attachment 1343950
You mean the Thai script below the TOTAL logo, right?
That translates as "Various World Sports" which I'd guess is a best-guess translation for "World Wide Sports". The "9" logo is likely a TV station/channel logo. So...

Sorry, can't find a better image. Just a wall of 1/64 models :)
 
Last edited:
you will not solve any of that graphics problems with that fog shader to be honest. Those graphics problems are caused by the VR renderer and how good it utilizes AA and in which render resolution you render the original image. There are big differences between the hmd renderes. Like the one WMR is using, the picture quality is really good and such aliasing is not a big problem there, whereas with the oculus renderer there is a really bad picture quality in normal resolutions.

I just did a direct comparison between the HP Reverb G2 (WMR) and the Meta Quest 3 (Oculus - cable) and the "shimmer" or better called "aliasing jitter" is very minor in the G2 but huge in the Quest.

So sure fog could solve this, but only because you just have no objects / contrast in the renderer then.

One thing you can also do is gaining the mip lod bias. This will prevent high detail in those "line" or stait textures/objects:

Just an exaggerated example:
View attachment 1343954

So distant objects will sooner use lower mips and so the textures become more blurry and the aliasing jitter is therefore way lower.


Another fog solution you can do is lower the fog distance of the track then, like here in Pure Config:
View attachment 1343956
When gaining the FOG_SHAPE, the AC fog gets less distance and will so mask such objects, but with all resulting visual downgrades in view distance.
A big thanks for clarifying, indeed I do prefer blurred images more then shimmering and have absolutely no problem in hiding those shimmering objects by fog. That shimmering also depends on the circuit or creator. Those converted from old racegames are mostly the worst.
About WMR, you are aware that’s Microsoft will abandon WMR? So I guess after a time I’m forced to exchange my WMR headset to the Pico4 or the Quest3, because these are the only “budget” friendly headsets available.
 
Good morning. You know everything.
Front: Ford P68 (changing the x-y-z dimensions a little)
Rear: Lotus 23 (I "copied" the same piece 3 times, in slightly different scales).
Windshield: Jaguar xj13 (also with changes to the x-y-z scale)
i look closely at the cars you adapt and find out what you used, like in the 1965 Spitfire i found the 1970's spitfire rlly small just above the rear wheel arches

1712412413140.png
 
Hi Team,

I have a VRC 2007 car and it seems the driver head looks down when viewed from a larger distance and suddenly pops to normal when the car gets closer to the camera.

I have tried to change driver model, but this look down far away, look up closer feature is there with all models. If I save driver pos or save KNH in CM then driver always looks down even if car is close, but it also looks ugly. Also tied to modify high res driver and high res cockpit distance in data.acd, but no luck.

Ferrari driver looks down:
1712412639892.png


Ferrari driver looks "up":
1712412673268.png


Do you have an idea how to fix this?
Car is VRC 2007 and LODs are encrypted.
 
Anyone know if the LuisB version of Solitude is supposed to be winter all the time? Can't seem to get rid of the snowbound look...
 
Release BMW M1 Turbo Group 5 skins from Le Mans and FIA WSC for F302's M1
__custom_showroom_1699668862.jpg
__custom_showroom_1699825082.jpg

__custom_showroom_1699638963.jpg
__custom_showroom_1699825075.jpg

__custom_showroom_1712429560.jpg
tmp_17986-schnitzer-bmw-m1-turbo-stuck-drm-0.jpg
M1 Turbo 1981.png


 

Attachments

  • __custom_showroom_1712429556.jpg
    __custom_showroom_1712429556.jpg
    78.9 KB · Views: 8
Damn, new CSP linear Color Space breaks almost all of the mod-cars in my library (makes them ugly) but I see the potential with this Kunos car, especially at night:

"Old" Pure weather-style:

Screenshot_ks_porsche_cayman_gt4_std_jeddah_2021_chq_6-3-124-22-12-11.jpg

New CSP Linear Color space

Screenshot_ks_porsche_cayman_gt4_std_jeddah_2021_chq_6-3-124-21-57-20.jpg
( I only changed the weather style, nothing else was changed in these pictures. )
I just hope for Peter that he doesn't have to start all-over again because of this...


EDIT: For now it seems like the cars that are well-built become more beautiful, and the cars that are meh-built, start showing some cracks when turning Linear Color Space on. But Ilja said we should have patience, he's not done updating the feature just yet.
 
Last edited:
This is no distant fog. It creates fog billboards in the near of your camera. And in its default settings its very efficient, because it uses th AI spline to place them. So it realy depends on the settings, but i tried to keep the CPU and GPU usage as low as possible due to many optimizations.

here is a comparison on and off:
View attachment 1343593

View attachment 1343594


It also depends on the tracks. so for small trakcs, you will see a lot of those billboards, because you already see billboards of the incoming spline. But for long tracks you will only have like a corridor where you move along some single road. But therefore you have more billboards on those long tracks.
Hey Peter. This is great news ! I remember some time ago (years maybe,... yeah in 2022 ) we talked about this on discord, implementing fog and how to, back then I played/tried with smoke effects to make fog patches :lol:. I waited 2 years for this. It is quite nice for start! I liked the video. But what I was expecting with great enthusiasm didn't come yet. Specifically, you never feel that you enter the fog. Your visibility never changes, you dont get inside that fog and looking around its not there, the car ahead remains visible in the same amount, like this effect always goes fixed in front of the car but you never really get in it/go through it. I expect when going in a fog patch to loose some visibility depending on the density/size of that fog patch. That doesn't happen yet with this implementation. I hope there is a way to implement this better. But its a nice start !!! Cant wait to try it.
 
Last edited:
anyone got a changelog link for the new CSP preview? Want to know if the AI starting bug is fixed before resubscribing.


EDIT: It looks like the AI not starting is indeed fixed with this preview release. I'm also interested to see how this "multithreading Extended Physics" might work - I've been CPU-limited before on my 9900K with more than 20 RSS cars on screen at starts. Wonder if that changes.

Looks to be worth the resubscription.
 
Last edited:
Damn, new CSP linear Color Space breaks almost all of the cars in my library (makes them ugly) but I see the potential, especially at night:

"Old" Pure weather-style:

View attachment 1344066

New CSP Linear Color space

View attachment 1344062
( I only changed the weather style, nothing else was changed in these pictures. )

I just hope for Peter that he doesn't have to start all-over again because of this...
hmm... "broken" seems a wrong term to use here imho :)

To me the second pic looks more realistic and therefor better. (but Des goûts et des couleurs...)
 
Release BMW M1 Turbo Group 5 skins from Le Mans and FIA WSC for F302's M1
View attachment 1344047
View attachment 1344046
View attachment 1344048View attachment 1344045

View attachment 1344050
View attachment 1344051View attachment 1344052

Are there any more skins for this car? I have a total of three now.
 
X90
anyone got a changelog link for the new CSP preview? Want to know if the AI starting bug is fixed before resubscribing.


EDIT: It looks like the AI not starting is indeed fixed with this preview release. I'm also interested to see how this "multithreading Extended Physics" might work - I've been CPU-limited before on my 9900K with more than 20 RSS cars on screen at starts. Wonder if that changes.

Looks to be worth the resubscription.
Here you go.

  • SurfacesFX: experimental module replacing physics for gravel, sand and grass (more interesting things are coming soon);
  • Default WeatherFX style update:
    • Optional linear color space:
      • Finally, correct rendering;
      • Major visual rework with this option active;
      • Humidity and pressure are taken into account;
    • Actual lightnings in thunderstorms;
    • YEBIS replacement:
      • Default/sensitometric tonemapping function adjusted to be more accurate;
      • Auto-exposure is a lot closer to YEBIS version now;
  • New physics experiments available for offline races:
    • Extended physics for all cars;
    • Extra lateral contact points (helps with curbs and shifts contact point left and right altering FFB);
    • Sun shadows affecting surface temperature moved to physics experiments section;
    • Alternative for AC physics threadpool distributing cars computation along cores;
    • Alternative optimal braking computation (alters AIs and keyboard steering when some wheels don’t touch the ground);
    • Make procedural noise to affect multiple tyre rays more accurately;
    • Replace sine noise on some surfaces with perlin;
    • Get procedural noise (sine or perlin) to alter contact normals as well;
  • Mouse steering:
    • When active, CSP apps, F5 and cockpit cameras ignore mouse;
    • Option to change behavior with a Lua script;
    • Option to use middle mouse button for a toggle;
  • Traffic Planner and its mode:
    • Fix for large buses not being rendered when close to edges of the screen;
    • Option to export a line as a new AI spline;
    • New chance field for cars with a bit of built-in guessing;
  • Track Adjustments:
    • Snap tyre grooves to underlying meshes so shadows wouldn’t double;
    • Experimental: enable biased double-sided shadows for all meshes to prevent detached shadows;
    • Experimental: fix misconfigured tyre grooves so they would still be drawn before fake shadows;
  • New options in New behavior:
    • Get AIs to use gas pedal properly with level below 80%;
    • Fix wrongly set upshift threshold based on RPM limiter (more advanced logic will be available soon);
    • Switch to a safe AI spline metadata raycasting (solves crashes if there is no physics surface exactly underneath AI spline);
  • Alternative gear up and gear down mappings are handled on CSP side for more reliability;
  • Option to keep handbrake engaged after holding it for some time;
  • Live weather controller: new Open-Meteo weather provider;
  • Few finished physics experiments are no longer experiments and enabled by default everywhere;
  • Walking Out mode: getting out of a car preserves its input state including steering angle;
  • Add a bit of G-force based shaking to bumper or bonnet cameras in general settings;
  • VR tweaks: a few fixes to SPS and post-processing, option to change mouse pointer color, option to get pointer to fade faster;
  • Unnecessary settings hidden to clean things up;
  • IMGUI fonts now contain more special symbols;
  • New render stats app: an option for slower averages, a few fixes for timers;
  • Smart Mirror: option to show virtual pieces for mirrors not visible in the main viewport;
  • Photo Mode app: toggle car dirt and damages;
  • DXGI tweaks: option to limit AC to 30 FPS in background;
  • Ping is shown in driver tooltip for other drivers;
  • FSR: option to use custom pixel density, including a value above 100% for more details;
  • CSP Debug: control more aspects of current weather in offline races;
  • GrassFX: option to skip loading old grass meshes to speed up loading and reduce memory consumption;
  • Chat TTS: option to use multiple voices;
  • New bindings to control audio playback.
Extended physics:
  • General:
    • Gyroscopic FFB attenuation on center enabled by default for Cosmic (necessary for pretty much all FFB wheels on the market);
    • Low speed physics (Sliding Fix) modified;
    • Kunos cubic interpolation LUTs (tyre load sensitivity and camber LUTs) no longer extrapolate (caused numerous issues for modders over the years including unexplained explosions and game crashes);
  • Cosmic suspension:
    • Bodies can now be declared for use with KS ARBs (necessary for custom chassis flex to work, otherwise “front” chassis is always used, giving incorrect stiffnesses);
    • Ball joints got adjustable geometry (syntax the same as distance joints);
    • Cosmic body flex (when using ARB_BODY) shows up visually (USE_FOR_ARB must be used; it is the flag for the rear chassis body);
    • Debug lines use exact joint positions;
  • Tyres:
    • Thermal Model v2 is supported (docs are coming soon);
    • Better edge-case contact normal calculation (limits contact normals to some threshold from tire radial normal; should avoid strange load spikes and other edge-case phenomena where rays contact the surface strangely);
    • Option to apply relaxation length to forces instead of slip (add [_EXTENSION] USE_RELAX_LENGTH_ON_FORCE=1);
  • Colliders:
    • Colliders have new wear function available (docs are coming soon);
    • Lua parameters are accessible (ALLOW_LUA_RESET=1 per collider lets Lua reset wear individually, e.g. in a pit stop);
  • Suspension:
    • Damper LUTs display correctly again in the Car Debug app.
  • Brakes:
    • Brake thermal model considers ABS (same issue in original physics as well, but to ensure backwards compatibility it won’t be fixed; thanks to Tuttertep for report).
Fixes:
  • Wheel positions for remote cars with cosmic suspension fixed;
  • ExtraFX: motion blur messing up fast spinning wheels on some cars fixed, a couple of fixes for overall shading;
  • ExtraFX: volumetric lights no longer require fog blur to work;
  • GamepadFX: Mobile script fixed, now points to a new Expo snack (couldn’t get the old one to update properly);
  • Keyboard controls: braking should work when wheels are in the air;
  • Astronomical computations precision fixed, now matching eclipses and all that;
  • Chat settings saving fixed;
  • Cars spawn with randomly oriented wheels;
  • Nearby spawned skidmarks snap themselves to the actual visual meshes based on local area heightmap;
  • OBS integration fixed;
  • Transition between shadow cascades improved;
  • GrassFX: updated and fixed shading, smoother shadows;
  • CSP previews config ZIP can be placed to “Documents\AC\cfg\extension” for CSP to use it instead;
  • Compatibility with latest ReShade fixed;
  • Fake car shadows reprojection got more stable;
  • New trees are drawn in more detail further when making a screenshot;
  • Extended track physics no longer messes up AIs;
  • Body flex: better compatibility with anti-roll bars;
  • Fake shadows from wheels are aligned with fake shadows from the car itself;
  • Occasional error with problems to find replays when starting from CM shouldn’t happen anymore;
  • AC will no longer load files from data folder if data.acd is present but files are missing from it;
  • Extra G/H/I/J keyboard bindings work now;
  • Textures loading is more reliable, can handle malformed DDS files or generate missing MIPs properly again;
  • Car cameras checkboxes in general settings fixed (some combinations were disabling too much);
  • ExtraFX emissives are compatible with digital LEDs merging;
  • Bending version of smCarPaint shader casts shadows properly;
  • Mesh compression option fixed;
  • Wings no longer break in Quick Pits Menu if unedited (recent CSP regression);
  • Computing AABB from collider meshes works even if meshes are shifted (fixes CSP previews and more);
  • Live reloading for video configuration fixed;
  • Custom penalties assigned from chat tools fixed;
  • Heating intensity for braking disks adjusted;
  • Default track altitude is set to 294 m for races with new update;
  • BC7 texture compression (those two optimization options in general settings) is a lot more GPU-friendly;
  • Mesh deduplication no longer causes GPU hang ups with some hardware in VR;
  • CSP integrity verification ([EXTRA_TWEAKS] VERIFY_CSP_INTEGRITY=1 in extended server settings) fixed;
  • Issues with AIs driving worse or choosing wrong AI spline (recent CSP regression) fixed;
  • Timezone sanity fix updated;
  • YEBIS: setting exposure to 0 works (making screen black, but it beats ignoring the change switching to 0% and leading to unpredictable behavior);
  • AC would never move mouse pointer anymore unless its window is in foreground;
  • Pro view fixed;
  • INIpp parser can handle \r symbol properly;
  • A couple of regressions stopping some of PaintShop functions from working fixed;
  • Messages about AC physics loop being late shouldn’t appear in log.txt anymore to save a bit of time;
  • TTS for chat messages fixed;
  • Few adjustments for sparks behavior and visuals, more light cast with ExtraFX;
  • TyresFX: issues with guessed values being asymmetric fixed, defaults take visual wheel offsets into account;
  • Distance for a car to count as focused with free camera increased from 3 to 5 meters;
  • Rain AI trajectories no longer cause a crash on certain tracks;
  • New driver tags respect option of old ones to draw a tag for a focused car;
  • Normalizing mirrors UV works well with RainFX;
  • AC shutdown is a bit more graceful now;
  • A couple of fixes to get AI spline recording to work;
  • Extended car physics: tyres without thermal LUTs work again;
  • Car hazards blinking period fixed;
  • Shaking headlights shake more with damage;
  • Braking trace particles don’t break with resolution changes;
  • AC no longer crashes if there was an error when trying to load cached AI splines metadata, metadata properly updates if AI spline changed;
  • Multiple entries in lods.ini referring to the same model will be collapsed into one;
  • Tyre width missing or set to 0 no longer causes TyresFX to stop function and tyre mesh to disappear;
  • Referring to car textures by name from configs or Lua is now case-independent;
  • Tyre rays don’t see wall meshes as double-sided (CSP regression a few versions ago);
  • Caustics brightness with custom WeatherFX styles is fixed;
  • Config “yebisest.ini” is properly ignored now, the module will always be active;
  • Enabling autopilot no longer changes amount of fuel in car;
  • Disabling autopilot restores automatic shifting state;
  • Using “lights.ksanim” in ext_config.ini disables original AC headlights animation;
  • Automatic exposure stops updating when making a screenshot;
  • Custom track physics: randomized car placement no longer applies to the first car;
  • Replacing YEBIS with custom post-processing in WeatherFX style no longer breaks option for rendering VR HUD without post-processing;
  • VR Tweaks: corners masking optimization shouldn’t interfere with scene rendering;
  • NeckFX: drawing driver helmet no longer freaks out for a few frames when car teleports or turned back;
  • Skidmarks (especially dirt skidmarks) look a lot better in mirrors;
  • Few improvements to reflection cubemap downsampling for smoother reflections;
  • App Shelf layout fixed;
  • Android Auto YouTube fixed, now starting with one of random searches (YouTube no longer shows videos on its main page);
  • Proper PBR shaders (fuPBR…) fixed and should have correct brightness and reflectivity now (but for the best look they do need WeatherFX style with linear color space);
  • Refracting headlights in fog fixed;
  • Accumulation AA disabled and saving original screenshot option work if screenshot render scale differs from main render scale;
  • Light from exhaust flames flickers properly;
  • Softer shadows on clouds;
  • Default WeatherFX style: clamping for light pollution intensity to help with strange configs;
  • Old and pointless rally tweak (increasing light parameters for a single rally car on a rally track) removed;
  • AI tweak about 200 km/h fixed (wasn’t loading properly before);
  • Few smaller fixes and optimizations.
Configs and tools:
  • Track surfaces: option to replace sine noise with customizable perlin noise;
  • Track gravity set in surfaces.ini now works online for servers using new CSP (also, setting altitude above 20 km alters gravity as well);
  • Live reloading for “data_human_materials.ini”;
  • New track option [BOUNCED_LIGHT] CAUSTICS=SPECTATOR_ONLY for better performance;
  • Objects Inspector: option to show AABB and bounding spheres for selected meshes;
  • New [EXTRA_RULES] RETAIN_BRAKES_TEMPERATURE_IN_PITS=1 session parameter;
  • Offline race [RACE] FORCE_BASE_PHYSICS=1 parameter for disabling extended physics;
  • New [STEER] SCALE_POSTPROCESS=1 parameter for controls.ini;
  • Configure rim friction for cars with blown tyres using [_EXTENSION] RIM_FRICTION_X=200 RIM_FRICTION_Z=100 in tyres.ini;
  • Use …__MASK for flame settings to specify which flames would go out of which sources;
  • smGlass shader: frosted look fixed, available with RefractionMatte = 1;
  • GrassFX: option to use AO to add extra self-shadowing (requires textures with correct AO), enabled by default for configs that use default grass textures;
  • New UseNormalsAlphaToMaskFlakes parameter for car paint materials;
  • Android Auto: cars can add new wallpapers for users to choose from.
Lua:
  • Common API:
    • math.perlin() for 1/2/3D-perlin noise;
    • New ac.DataLUT21 and ac.INIConfig:tryGet2DLut() to deal with 2D LUTs;
    • New fields: ac.StateCar.dirt, ac.StateSim.weatherConditions, ac.StateSim.cameraExposure, ac.StateSim.exposureMultiplier;
    • Field ac.StateCar.headlightsColor fixed;
    • New ac.convertHDRToLDR() for converting HDR values to LDR taking into account linear color space adjustments such as gamma or brightness multiplier;
    • New ac.getCarOptimalBrakingAmount() computing optimal brake pedal input for safe braking;
    • Local, angular and local angular velocities are working in replays;
    • Use web.socket() to connect to a WebSocket;
    • Web functions use normal error messages instead of numbers;
    • os.runConsoleProcess() handles separate stderr properly;
    • Audio events created from files: seek, get total duration and timeline position;
    • Create audio event group and add DSPs to them instead of actual audio events (for now only for audio events created from files or streams);
    • string.nextEmoji() fixed, new string.codePointAt() method;
    • Load original textures from car KN5s (even if overridden by a skin) with carN::kn5:: prefix;
    • Scene API preserves original texture names when replacing textures for things like :applySkin() to continue working;
    • :applySkin() no longer applies to KN5s loaded from Lua;
    • Icons and callbacks of ui.addSettings() fixed;
    • ui.onExclusiveHUD() is more reliable now if used by multiple scripts at once;
    • Load list of names of original KN5 textures with ac.collectKN5TextureNames();
    • Load original KN5 materials with ac.collectKN5MaterialProperties();
    • Shader templates updated, ready for linear color space;
    • Easy way to set up included files search locations when parsing car or track configs;
    • stringify.binary works with vectors and such even if they’re references and not pointers or values;
    • Loaded KN5 files no longer unload if containing reference gets garbage collected;
    • Saving extra canvases as DDS includes MIPs as well now;
    • :accessData() for extra canvases responds faster;
    • Geometry shots: YEBIS got proper FXAA 3.11 antialiasing on top and transparency support;
    • Geometry shots: option to include fake shadows when drawing a car separately, fake car shadows are drawn nicely when drawing the whole scene;
    • ac.getAirPressure() and ac.getAirHumidity() are fixed;
    • ac.ControlButton:boundTo() works properly if button is not bound to anything;
    • Calling UI functions outside of UI drawing context should raise an error instead of collapsing AC;
    • ui.UserIconsLayer() with non-default columns are working now;
    • render.on(): more event names to listen to;
    • TTS: tune volume and rate, select gender, get callback when finished and other improvements;
    • ac.mediaCurrentPeak(): argument to monitor mic peaks as well;
    • New table.same() for comparing table contents in fast and reliable way;
  • Gameplay API (apps, new modes, online scripts):
    • New ac.setExtraTrackLODMultiplier() for something like cameras flying over the track;
    • New ac.setBodyDirt();
    • Some of Lua apps API, such as resetting car, saving and loading car state, marking lap as spoiled, controlling app windows, starting/restarting/teleporting to pits, blocking Escape button, setting car active, has been moved to Gameplay API;
    • ac.tryToOpenRaceMenu() can select a tab to open as well;
    • New ac.tryToSkipSession() function;
    • Callbacks and timers are called for new modes when AC is paused;
  • Physics API:
    • New ac.resetColliderWears() function;
    • ac.disableCarCollisions() works online;
  • Lua apps:
    • ac.setExposureMultiplier() for altering that exposure slider;
    • ac.getSetupSpinners() returns list of items for extended entries properly;
    • Move Lua apps as well with ac.accessAppWindow();
  • Car physics scripts:
    • Effects of ac.overrideBrakesTorque() can be disabled now;
    • ac.overrideSpecificValue() for overriding some other special values;
    • Use ac.addElectricTorque() to add extra electric torque to certain wheels;
    • Number of controller inputs increased from 8 to 256;
    • Record controller inputs in replays;
    • Adding extra mass shouldn’t break car resetting its position anymore;
    • Functions manipulating wheels and tyres now can also take an enum to alter multiple ones at once;
    • [CUSTOM_SCRIPT_ITEM_…] entries use section name if ID is not set;
  • WeatherFX:
    • Switch to linear color space with ac.useLinearColorSpace():
      • A bunch of fixes activating with linear color space;
      • Updated IBL-based ambient;
      • Two-layer fog;
      • Use ac.setHDRToLDRConversionHints() to hint to AC how to convert HDR image to LDR image quickly;
      • Add extra multiplier for dynamic lights not causing them to deactivate with ac.setWeatherLightsMultiplier2();
    • Fog: optional different atmospheric absorption for different color channels;
    • Option to set an Earth texture for nicer horizons (and a view of Earth from outer space);
    • New ac.getSunMoonAngle() for precise eclipse estimation;
    • New ac.pauseCubemapUpdates();
    • ac.setWeatherTimeOffset() enables real sun trajectory with a large enough offset;
    • Sun light stops only if sun is actually below the horizon, not just if it’s Y component is below 0;
    • Default filmic contrast value received by post-processing callback is 0.5, as it should be;
  • New shared libraries:
    • Tweak stored car states (could be used to do proper momentum-saving portals, for example);
    • Access some chat functions;
    • Access some of Steam API;
    • Launch fireworks from custom points;
  • Saving files resets caches for Lua scripts based on existence of some files;
  • Option to keep background Lua workers in Lua Debug app for a certain time after they’re finished;
  • LuaJIT updated with latest upstream changes.
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back